Audio SDK Development
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C++ Audio SDK request

Hello,I'm really interested in the C++ audio sdk for spatialization and head tracking.I've read in the documentation that it is available upon request in the audio development forum."A low-level C/C++ SDK that provides spatialization and (optional) r...

ondwl by Honored Guest
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Resolved! Crackling/distorted sounds with low level SDK

I have a single sound playing in a standalone application using the low level audio SDK directly (not via FMOD or WWise). When I play using a simple stereo mixing path (so, taking a mono sample buffer and copying it 50/50 into the output), everything...

What is the listener focus?

hey everybody,could someone discribe what the listener focus in UE technically does?cant find anything in the documentation.thanks and happy hollydayschris

peli555 by Honored Guest
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arm64-v8a and Audio SDK plugin for FMOD (Android) ?

Currently I am unable to build my app as arm64-v8a due to FMOD folks not providing arm64 libs. They said they'll fix that issue: http://www.fmod.org/questions/question/arm64-v8a-and-fmod-fail/I assume that Audio SDK plugin for FMOD (Android) is 32-bi...

motorsep by Rising Star
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Uploading video WITH 360 AUDIO to Samsung Gear VR

Hi there,I have been uploading 360 videos to the 360 Videos folder on the Samsung Gear VR micro SD card for some time now. All these videos have been with stereo sound. I am now ready to upload videos with 360 binaural sound, which will respond the m...

ashcowan by Honored Guest
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[Gear VR] LipSync taking huge amount of frame time in Unity

I'm using LipSync on my Gear VR project, but it's taking up about 25% of my frame when decoding the phonemes for the blendshapes. It looks great, but drops frames on my S6. On my S7 it doesn't drop frames but the sound can become choppy with lots of ...

flarb by Honored Guest
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Resolved! Specification of Build in headphones

hi,i'm working on music and soundfx for a platformer game exclusively for oculus rift.to be able to get the perfect mix it would be very nice to have a pair of the actual oculus headphones. (Without having to wear the oculus)Are there any specificati...

peli555 by Honored Guest
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Resolved! Difference betwen spatialization algorithm

hi Everybody,i just Wonder: what is the difference between the two possible spatialization algorithms "Hrtf" and " Standard"?i'm just about to Start experimenting with 3D Audio in Games. It seems to me as if it works with both options, so whats the d...

peli555 by Honored Guest
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Mono sources to ambisonic workflow

Hi there. In one of the videos about audio for VR on the oculus youtube channel it was mentioned how well suited Ambisonics were for ambient sounds and music. Unfortunately it didn't become quite clear how one could create ambisonic files with the ex...

mcalis by Honored Guest
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Updates on official support for split audio output?

Way back at CV1 launch, Brian Hook indicated that official support for split audio output (output to both the Rift headphones and the system speakers) to support bass transducers like the Buttkicker was on the roadmap. Just asked him for an update an...

OculusSpatializer in Mixer Channel

Hi, I would like to use one single instance of OculusSpatializer to spatialize a number of sounds to a common spot. Is it possible to use the OculusSpatializer as a mixer insert?I figured that the appearance of OculusSpatializer (not OculusSpatialize...

Standardization of Audio Levels?

Hey Everyone,I'm trying to learn some more about the standardization of audio levels between Oculus apps/ system volume. What should our Oculus home be set at? By default, 50 percent is comfortable with the rest of my PC, but for development I feel t...

OggV0rbis by Honored Guest
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Affordable Ambisonics Microphone

I've seen a lot of talk about Ambisonics and different ways to map out spatial audio but what is the best option to get started?The Sennheiser Ambeo coming out later this year is gonna cost a pretty penny at $1500, but what about this mic: The Twirli...

[UE4] Blueprint setup for FMOD sounds for a door - how ?

I have a BP actor “door” where I need to have start sound, movement sound, stop sound and re-trigger sound (when door gets blocked and rolls back, this sound would play).What would general BP setup look like ?Would I just make short, non-looping soun...

motorsep by Rising Star
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[UE4] FMOD, Blueprints and looping sounds - how ?

I asked FMOD and got no answer about this. FMOD docs are severely outdated.Basically I have a door system made in BP. I need to play start, stop and move sounds. Start/stop aren't looped and move sound is looped.If I used conventional BP nodes from V...

motorsep by Rising Star
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Pro Tools 11 and Spatializer plug in

Hi there. I'm very new to this so forgive me. I've been working with sound for over 20 years but I'm about to start my first VR project, so I might have a few questions coming up! I've hit a bit of a stumbling block early on though. Pro Tools is refu...

Anonymous by Not applicable
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LateReverberations Option

Hi. I'm working with the native Oculus Audio SDK and I wanted to ask about enabling and disabling ovrAudioEnable_LateReverberation.The first thing I've noticed about this is that when I enable it, there is a brief pause in the audio that is already p...

Oculus SDK for non-Oculus VR

I was wondering if I was about to use the Oculus Spatializer for non-Oculus headsets, like the Vive? I've had a look through the terms and conditions and I haven't found anywhere that says yes or no. I would assume that because it is not an Oculus pr...

Xoeyumyum by Honored Guest
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Resolved! Oculus Spatializer does't appear to be spatializing sounds

Sorry for the double post! I posted this in the General section by accident  Hello! First of all, apologies for posting this here. I've already posted the same question on the Wwise forums but haven't got an answer yet. I've been trying to figure ou...

Amit_B by Honored Guest
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